if (!CAN_CHANGE(element) || !HAS_CHANGE_EVENT(element, trigger_event))
return;
+#if 1
+ ChangeDelay[x][y] = 1;
+ ChangeElement(x, y);
+#else
ChangeElementDoIt(x, y, element_info[element].change.successor);
+#endif
}
static void PlayerActions(struct PlayerInfo *player, byte player_action)
int DigField(struct PlayerInfo *player,
int x, int y, int real_dx, int real_dy, int mode)
{
+ boolean use_spring_bug = (game.engine_version < VERSION_IDENT(2,2,0));
int jx = player->jx, jy = player->jy;
int dx = x - jx, dy = y - jy;
int move_direction = (dx == -1 ? MV_LEFT :
if (dy)
return MF_NO_ACTION;
+ if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1) &&
+ !(element == EL_SPRING && use_spring_bug))
+ return MF_NO_ACTION;
+
player->Pushing = TRUE;
#if 0
if (CAN_FALL(element) && dy)
return MF_NO_ACTION;
+ if (CAN_FALL(element) && IN_LEV_FIELD(x, y + 1) && IS_FREE(x, y + 1))
+ return MF_NO_ACTION;
+
if (!player->Pushing &&
game.engine_version >= RELEASE_IDENT(2,2,0,7))
player->push_delay_value = GET_NEW_PUSH_DELAY(element);
PlaySoundLevelElementAction(x, y, element, ACTION_PUSHING);
CheckTriggeredElementChange(element, CE_OTHER_PUSHING);
+#if 1
+ CheckPlayerElementChange(x, y, element, CE_PUSHED_BY_PLAYER);
+#else
CheckPlayerElementChange(x + dx, y + dy, element, CE_PUSHED_BY_PLAYER);
+#endif
break;
}